Fulltext results:
- reference @script
- ing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Doomsday Script is not a compiled language and thus is not intende... or when the thing state changes]] * [[assets:model#timelines|At specific points in time]] * Mani... layer|Earthquake effect]] * **Things:** * [[ded:state#action|State action function]] * [[.mod
- model @assets
- n [[version:2.2]]. Doomsday 1.x supports only [[ded:model|MD2/DMD models]]. ===== Models representing thin... This asset definition should be understood as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". Th... game. ===== Models representing player weapons (model.weapon.*) ===== Example: asset model.weapon.wand { path = "wand.md5mesh" } This asset is for
- overview_of_resources_doomsday_1.x @modding
- image, //.lmp// file). * Definition files (//.ded//). * Containers (//.wad//, //.pk3//). [[ht... e subdirectories of the //auto// directory. All DED files placed in the //defs/<game>/auto/// directo... P/LMP/WAD are mapped to //data/<game>/auto/// and DED goes to //defs/<game>/auto///. For example, placing //test.ded// into the root of a PK3 has the same end result
- packages @fs
- one of the Doomsday test apps, and it contains 3D model and image files. File structure: net.dengi... ackage. For example, an asset could be a [[assets:model|3D model]] that the renderer would use to represent a thing of a particular type. Package assets are a ... fined in the package metadata. For instance, a 3D model asset definition could look like this: asset
- ded
- terial|Material]] | [[version:1.9.7]] | | |:::| [[ded:model|Model]] | | | |:::| [[ded:generator|Particle generator]] | | | |:::| [[ded:sky|Sky]] | [[version:1.9.7]] | | |:::| [[ded:reflection|Reflection]] | [[version:1.8.5]] | | ^ Depre
- 1.8.5 @version
- nd-tex-shiny]]: enable surface reflections * [[model]]:Sub:Shiny reaction: how much shiny textures react to angle changes * cvar [[rend-model-shiny-strength]]: shininess factor for all models (0..1) * [[model]]:Sub:Blending mode: select a [[blending_mode]] (bm_* flag) * bm_* flags in [[flags.ded]] ([[blending_mode]]s) * ccmds [[conopen]], [[
- 1.9.0-beta1...4 @version
- rtant new feature in the engine is a new lighting model called bias lighting. It is a combination of manu... ed, it is intended to be the new default lighting model for Doomsday. In this release bias lighting must ... n't been touched yet. ==== MacOSX ==== * 3D model renderer is broken. Most models in =jdoom-resourc... ==== * fixed several [[endianness_issue]]s in model rendering, [[xg]], [[wav]] loading, buttons *
- 1.9.0-beta6 @version
- ites. * High resolution textures/flats/patches/model skins not affected by [[rend-tex-gamma]]. * Dr... dded all [[value]]s currently available to values.ded * Armour collectables (not the armour bonus) n... for every map, each time directly in a [[map_info_ded_]] definition, instead; use a Sky definition, giv
- 1.9.0-beta6.3 @version
- frames. * SIGSEGV when attempting to prepare a model, from a definition which requests the automatic s... === Definitions === * File names specified in DED definitions that include a file extension not wor... que. * Make use of the gltexture interface for model skins, model shiny skins, lightmaps and custom flare textures. * Optimize: Adopted Lee Killough's met
- 1.9.0-beta6.6 @version
- the prboom-plus changelog for the tip off). * Model particles not drawn. * Minor issues with track... s ===== ==== Engine ==== * Added [[map_info_ded_]] flag //mif_nointermission//; upon leaving the
- detailed_list_of_changes_in_doomsday_version_1.9.7 @version
- rce namespaces * color palette not found [with model resource packs] * Hexen/Deathkings: game start... Uri] * mismanagement of GL_TEXTURE_2D state in model renderer * Doom: Doom title screen displayed w... game plugin versions * multiplayer: test with model resource packs loaded on client * compare ac/d... ess failures [loads fonts; fails to find doomsday.ded; when installed to a non-system directory?] *
- detailed_list_of_changes_in_doomsday_version_1.9.9 @version
- her missile at the wrong z-height. * Incorrect model skin selection during screenwipe/transition. * Incorrect model angle for voodoodolls. * Fixed bug “No longer ... glowing material. ===== Definitions ===== * DED: Unknown Blendmodes in Reflection definitions default to "normal". * DED: Mishandling of the old State frame fullbright "f
- 1.11 @version
- ap_data_structure]] and geometry meshes. This new model combined with several significant bug fixes to th... h 1 format mapping constructs. In the future this model will be instrumental in improving map hack suppor... t notation") for [[doomsday_script]], basis for [[ded_2.0|definitions in the future]]. Used for definin
- 1.15 @version
- custom_episode.jpg?320x0}} **Custom episodes.** [[ded:Episode]] definitions specify the structure of ga... ll be the format used for packaging [[modding:gl2_model_renderer|3D models in the future]]. However, we w... esources for a specific purpose, for example a 3D model for a particular lamp in Doom 2. All assets are d... in multiplayer sessions. In 1.15, only [[:assets:model|3D model assets]] are supported, but future versi
- detailed_list_of_changes_in_doomsday_version_1.15 @version
- ol menu. ===== {{tag|Renderer}} ===== * Sky model Z-buffering was not enabled. This would cause sky... gard to depth occlusion. * Value defined for a model's "Shadow radius" ignored in the GL1 model renderer. * Vsync controlled with a single Config variable... g about it. This is used for instance for the new model renderer to store object-specific animation state